Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Falling Damage House Rule: soliciting feedback
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Shiroiken" data-source="post: 6942974" data-attributes="member: 6775477"><p>It's because the cap was 20d6. Doubling might be easier to articulate, but I feel the triangular numbers seem to work better.</p><p></p><p></p><p>The problem is the number of dice required to roll. IRL games generally don't want to roll 20d6 for falling damage, so 150d6 for real terminal velocity is nuts. If you want a more realistic system for falling, you'd probably want to set up a system that has a cap of damage, then require a Con Saving throw based on the distance fallen. For example:</p><p></p><p>Falling deals 1d6 cumulative bludgeoning damage per 10' fallen to a maximum of 60'. If you fall beyond that you are reduced to 0 HP and must make a Con Save DC: 10+ 1/10' beyond 100'. If you fail you are Dying, and if you fail by 5 or more, you are Dead. The maximum distance and damage may be modified by the DM based on the surface fallen on to.</p><p></p><p>This is just a rough idea, but you should get the picture. Falls are dangerous, and no one take a huge fall and just gets back up and shrugs it off.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 6942974, member: 6775477"] It's because the cap was 20d6. Doubling might be easier to articulate, but I feel the triangular numbers seem to work better. The problem is the number of dice required to roll. IRL games generally don't want to roll 20d6 for falling damage, so 150d6 for real terminal velocity is nuts. If you want a more realistic system for falling, you'd probably want to set up a system that has a cap of damage, then require a Con Saving throw based on the distance fallen. For example: Falling deals 1d6 cumulative bludgeoning damage per 10' fallen to a maximum of 60'. If you fall beyond that you are reduced to 0 HP and must make a Con Save DC: 10+ 1/10' beyond 100'. If you fail you are Dying, and if you fail by 5 or more, you are Dead. The maximum distance and damage may be modified by the DM based on the surface fallen on to. This is just a rough idea, but you should get the picture. Falls are dangerous, and no one take a huge fall and just gets back up and shrugs it off. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Falling Damage House Rule: soliciting feedback
Top